Does anyone know if once you research everything at the library can you then get rid of it and still retain all researches even if you move home base? or do you have to keep the library and if you move re-research?

I haven't tried this yet so I can't be certain but I have done something similar. It may just be an exploit I stumbled across but with the warehouse as your base you can build a munitions shop and unlock all the ordnance types that require it and then tear it down and still be able to produce all of that ordnance in your 'regular' workshop. That being said chemical incendiarys which are described as requiring a medlab and a munitions shop to create are no longer an option within your medlab product menu. However the icon for the chemical incendiarys simply turns red and doesn't dissappear completely. That indicates that one would simply need to rebuild a munitions shop to resume production of them. As opposed to having to research/learn how to make them all over again.

So how is the description of the skills you wish to be retained or the products you wish to continue manufacturing worded? If it says 'requires a library' I'd assume one had to exist. As far as moving your base and retaining researched knowledge I would like to think that if you had a researcher among your group you wouldn't have to re-research anything once you made the move. You really shouldn't even have to have a researcher in my opinion. If you see 'requires a library' than you need one built. If it only needed researching to be unlocked I think there is a good chance that knowledge will be retained whether simply tearing down your library or moving your entire base.

Give it a shot and see what hapens. So far I've played this game many times through and tried several different methods. It is probably safe to say this won't be your last playthrough either.

A bit of advice though: You really don't want to tear down your library in any case. Libraries periodically give you the option to use 'commerce' and allow NPCs from other cells to utilize your facility in exchange for +3 ammo. Dojos also net +3 ammo with the 'commerce' option. Since dojos keep your characters healthy eliminating the need for a kitchen or a dining area not to mention the boost to combat/cardio XP a library and a dojo are very lucrative permanent features to any home base.

As of Title Update 2 Outposts are bugged and do not work as intended. They are supposed to reduce resource requirements by 3 per outpost of a specific type. At the moment they do not. Every location in the game that is a searchable location on the map can be an outpost if it is enclosed. (A Warehouse can be, an Orchard cannot.) In a few very rare circumstances the enclosed location will not spawn an access point for the base stash, it is unknown if this is intentional. At the moment the only use for outposts is to provide access to the base stash and to create a safe zone. Inside an outpost's safe zone Zombies will not spawn (though they will follow you into it.) You can also spend a fuel to increase the radius of the safe zone and set up fire bomb traps that will destroy Hordes that enter the radius. ABCoLD (talk) 22:56, 5 July 2013 (UTC)

You're welcome! :P This is the most unfun article on the wiki to write. If others want to help, they are more than welcome to! Lots of work needs to be done, double checked and more. ABCoLD (talk) 22:56, 5 July 2013 (UTC)

So sorry I didn't credit you for that one. D: -- Xerozohar (talk) 00:47, 9 July 2013 (UTC)

I've added a new heading to the front page that includes some skeleton pages regarding these subjects. :) -- Xerozohar (talk) 05:12, 3 July 2013 (UTC)

A lot of these appear in brief on the Zombies page. The only sections that I feel need expansion for melee weapons are a general description of the 'feel' of bladed weapons vs blunt, and special tactics that must be considered with heavy weapons. I could offer some general insights into the performance of various ranged weapons but they are highly personal choices and what is 'best' will vary from player to player, so only a broad overview is possible. I personally am not a fan of explosives in the game, so would only be able to offer general insight on those weapon categories and that would be extremely low on my list of priorities. ABCoLD (talk) 22:56, 5 July 2013 (UTC)

Cardio and Fighting are DONE!Wits and Shooting need to be written. All pages need to have numbers double checked and links to appropriate traits added. If you see something that can be added, add it please! These four skills should be the first skills listed on the Traits and Skills header. Everyone has them. Help with these articles would be great. ABCoLD (talk) 22:56, 5 July 2013 (UTC)

Done. Added those links to the main page, as well as skeleton pages for Wits and Shooting. -- Xerozohar (talk) 00:44, 9 July 2013 (UTC)

Lots of stuff needs to be written for the vehicles category. There aren't many vehicles, this should be finished pretty quick if we get to work on it. I've done the page for the Pickup Truck. Some of these pages don't use the proper name from the game. If someone wants to do clean-up work, that'd be great. ABCoLD (talk) 22:56, 5 July 2013 (UTC)

Well, at some point I'm going to play through the game again with an eye for details (instead of just for fun) so I'll be sure to pick up all the correct names when I do. Just not enough time in the day to do it. :( Failing that, if someone gets me a list of the correct vehicle names I'll change the links on the main page/add skeleton pages for ones we don't have. -- Xerozohar (talk) 00:46, 9 July 2013 (UTC)

I am trying to think of ways to improve the weapons section of this wiki. I am thinking of changing the weapons page to list weapon types such as assault rifles, pistols, revolvers, blunt weapons, edged weapons, etc. and then creating new pages for these weapon types where they will list the specific weapons.

For example the blunt weapons page will have the blurb:

Blunt Weapons is a melee type in State of Decay. These weapons are effective in bashing zombie skulls and are typically, more durable than most of their Edged Weapons counterparts. They are reliable weapons that are great for crowd control and have a reliable knock down rate.

Although a Blunt Weapon may not kill as quickly as firearms or an edged weapon, they are reasonably fast and get the job done. Using Blunt Weapons improves the Fighting skill and the Blunt Weapons specialization.

It will then go on to list ...

known Blunt Weapons:

2x4

Bat

Baton

and so on...

What do people think of what I am proposing? HybridK (talk) 00:45, 16 September 2013 (UTC)

I like this idea. ---- Xerozohar (talk) 02:58, 17 September 2013 (UTC)

TheNovamonk (talk) 21:32, 21 September 2013 (UTC)
I was wondering on the best way to describe the data being entered, based on the platform it is based on, and then based on which version(TU 1,2,3, and then however the Steam version will be based around) I will likely be entering information based on the Steam version, mostly due to the fact it will be a lot easier for me, and I wanted to know how I should notate that I'm pulling from the PC version.

For most things I doubt there will be many differences between the PC and 360 version. If so, just note it in the paragraph in question, or if it's a statistic in an infobox, maybe mark it with (PC) or something. But I don't see this becoming a large issue. I haven't kept up with differences between the title updates, but something similar would suffice there as well I'm sure. ---- Xerozohar (talk) 23:42, 21 September 2013 (UTC)

If they are in fact in Breakdown, do they appear in enclaves or radio calls?

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